I know many in the D&D sphere have moved on from demons to vampires, but I still have demons on the brain. I've statted up Ilsidahur, the Howling King, servant of Demogorgon. I'll have Pazuzu, Prince of the Lower Aerial Kingdoms, and Kostchtchie, Prince of Wrath, done pretty soon. I'm also working on the Ghour, those big and bad servants of Baphomet.
I don't think Ilsidahur has ever been given official stats in any edition of D&D, though I could be wrong. He is first mentioned in
Dungeon #10, in the adventure "Lost Shrine of Ilsidahur". He's mentioned in
Fiendish Codex I: Hordes of the Abyss in 2006 and is briefly mentioned again in
Dragon #357 in 2007.
Ilsidahur
Huge fiend (demon), chaotic evil
Armor Class
19 (natural armor)
Hit Points 362 (25d12+200)
Speed 40
ft., climb 30 ft.
Str Dex Con Int Wis Cha
30 (+10) 15 (+2) 26 (+8) 18
(+4) 21 (+5) 16 (+3)
Saving Throws Dex +9, Con +15, Wis +12
Skills Intimidation +10, Perception +12
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and
slashing that is nonmagical
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120 ft., passive
Perception 22
Languages all, telepathy 120 ft.
Challenge 23 (50,000 XP)
Innate Spellcasting. Ilsidahur’s spellcasting ability is
Charisma (spell save DC 18). He can innately cast the following spells,
requiring no material components:
At will: detect magic
3/day each: dispel magic, dominate beast, entangle,
invisibility, phantasmal force
1/day: teleport
Legendary Resistance
(3/Day). If
Ilsidahur fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ilsidahur has advantage on saving
throws against spells and other magical effects.
Magic Weapons. Ilsidahur’s weapon attacks are
magical.
Reckless. At the start of his turn, Ilsidahur
can gain advantage on all melee weapon attacks he makes that turn, but attack
rolls against him have advantage until the start of his next turn.
Running Leap. Ilsidhur’s long jump is up to 60
feet and his high jump is up to 30 feet when he has a running start.
Actions
Multiattack. Ilsidahur makes three attacks: one
with his bite and two with his fists.
Bite. Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 24
(4d6+10) piercing damage.
Fist. Melee Weapon Attack: +17 to hit,
reach 10 ft., one target. Hit: 21 (2d10+10) bludgeoning damage.
Howl. Ilsidahur releases a supernaturally
frightening howl. The howl has no effect on barlguras. All other creatures
within 120 feet of him that can hear him must make a DC 18 Wisdom saving throw
or be frightened for 1 minute. A creature can repeat the saving throw at the
end of each of its turns, ending the effect on itself on a success. These later
saves have disadvantage if Ilsidahur is within line of sight of the creature.
If the
creature’s saving throw is successful or the effect ends for it, the creature
is immune to Ilsidahur’s Howl for the next 24 hours.
Legendary
Actions
Ilsidahur
can take 2 legendary actions, choosing from the options below. Only one
legendary action option can be used at a time and only at the end of another
creature’s turn. Ilsidahur regains spent legendary actions at the start of his
turn.
Charge. Ilsidahur moves up to his speed.
Tail. Melee Weapon Attack: +17 to hit,
reach 15 ft., one target. Hit: 21 (2d10+10) bludgeoning damage. If the target
is a Large or smaller creature, it is also grappled (escape DC 20). The
grappled target it also restrained. Ilsidahur can grapple only one creature
with his tail at a time.
Ilsidahur
The Howling
King appears as a gigantic, hulking orangutan, with a long prehensile tail and
bronze ram-like horns. He claims rulership of the barlguras, and is the
embodiment of the brutal savagery of the Abyss. He is also served by
nalfeshnee.
Ilsidahur
serves the great Demogorgon, though he will sometimes quarrel with the Prince
of Demons. Such is his nature, to be wild and savage. He has little interest in
the politics of the Abyss, intent on hunting prey to chase down and devour. He
will gladly face virtually any challenger, reveling in the violence of the
moment.
The Howling
King wears no armor and wields no weapon. He only uses his teeth and mighty
fists in battle. He cares little for treasure for the most part, but prizes
objects made of bronze.
Ilsidahur’s
Lair
Ilsidahur
rules the 90th layer of the Abyss, known as the Guttering Grove. It
is a jungle realm populated with simian monsters. It is here that the Howling
King and his minions, in addition to indulging in their urges to hunt, guard
the landward access to Demogorgon’s realm, Gaping Maw.
Lair Actions
On
initiative count 20 (losing initiative ties), Ilsidahur can take a lair action
to cause one of the following effects: he can’t use the same effect two rounds
in a row.
·
Each
barlgura that Ilsidahur can see can use its reaction to move up to its speed.
·
Ilsidahur
casts the grasping vine spell twice,
targeting different areas with the spell. A targeted creature must succeed on a
DC 18 Dexterity saving throw or be pulled 20 feet directly toward the vine.
Ilsidahur doesn’t need to concentrate on the spells, which end on initiative
count 20 of the next round.
·
A
tremor shakes the ground in a 60-foot radius around Ilsidahur. Each creature
other than the Howling King must make succeed on a DC 15 Dexterity saving throw
or be knocked prone.
Regional
Effects
The region
containing Ilsidahur’s lair is warped by his magic, creating one or more of the
following effects:
·
Within
6 miles of Ilsidahur’s lair, creatures begin to feel as though they are being
watched by something unseen. The feeling of being stalked by a predator is
inescapable.
·
Within
1 mile of Ilsidahur’s lair, predatory beasts become savage and nearly
impossible to control. Prey animals become frightened and wild eyed, and may
lash out or panic even when no visible threat is nearby.
·
If
a humanoid spends at least 1 hour within 1 mile of Ilsidahur’s lair, that
creature must succeed on a DC 18 Wisdom saving throw or descend into a madness
determined by the Madness of Ilsidahur table. A creature that succeeds on this
saving throw can’t be affected by this regional effect again for 24 hours.
If Ilsidahur
dies, these effects fade over the course of 1d10 days.
Madness of
Ilsidahur
If a
creature goes mad in Ilsidahur’s lair or within line of sight of the demon
lord, roll on the Madness of Ilsidahur table to determine the nature of the
madness, which is a character flaw that lasts until cured.
Madness of Ilsidahur
d100 Flaw
01-20 “I am overwhelmed with
uncontrollable rage when I feel I am being challenged.”
21-40 “Violence is the solution to all
of my problems.”
41-60 “I must feed on the raw flesh of
my prey, devouring it like a wild animal.”
61-80 “If I want it, I take it. It
doesn’t matter what it is or who it belongs to.”
81-100 “I keep and display trophies from
the bodies of those I have slain.”